#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (push_constant) uniform constantVals {
    mat4 mvp;
	mat4 mm;
} myConstantVals;

layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 inTexCoor;
layout (location = 0) out vec3 outTexCoor;
layout (location = 1) out vec3 frag_position;

out gl_PerVertex { 
	vec4 gl_Position;
};
void main() {
    outTexCoor = inTexCoor;
    vec4 m_pos = vec4(pos,1.0);
    vec4 world_pos = myConstantVals.mm * m_pos;
    frag_position = world_pos.xyz;
    gl_Position = myConstantVals.mvp * m_pos;
}
